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Posts posted by Psyk0Sith
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Was the model put together in blender? How high is the polycount? Are shaders involved?...troubleshooting without the .glm is difficult.
D A R K S ! D E likes this -
It's impossible to achieve the same look. You are comparing a PBR engine with the old QuakeIII / JA engine, you will not be able to achieve the same result without proper capabilities from the game engine. Your best bet is to improve the texture yourself with what is provided and your own skills. Which means unless you know how to 1.texture and 2.work with the shader support provided in JA your chances of success are small.
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Hmm maybe i need to play with the NPC, i grabbed a random one just to be able to spawn it. The skeleton has a custom name because he's the only character that should behave like that mech, i can try renaming to _humanoid and putting it into its own folder tho. The Galak Mech also has a few specific bones and missing the "hang_bones" amongst others.
EDIT: Alright so i tried all those things and after loading galak_mech and comparing, it looks fine, unfortunately both models fire the weapon from their crotch, and when using the lightsaber "attack" its supposed to open the helmet of the droid to reveal Galak's head. (Irrelevant for what i need). If i could get a weapon bolted into his right hand that would be an improvement. I did move the hand tag in proper position and i see the weapon being bolted in modview. Almost at a dead end unless i figure out the weapon, which might be hard coded since there is "flash" tags for both his weapons.
Thanks for your input guys.
Noodle likes this -
-Rigged a mesh to the JK2 Galak Mech with its custom GLA. It looks fine in modview, looks like a broken turd in single player.
-The walk and run animations work as long as you have a gun in your hands, not the lightsaber.
-I'm assuming the missing animations from the .GLA & missing reference in the galak animation.cfg is to blame?-Do i have to go through the whole stock .cfg list and then create an improvised galak animation.cfg for every single sequence? (that didn't seem to work so far)
I also tried the rocket trooper rig but surprise everything works fine! Screw you JA, why you gotta make everything so complicated all the time!
EDIT: can this be moved to modding assistance? Thx.
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Limit is actually 500...blender doesn't have anything to check the restrictions and let everything go through so you'll get error messages.
EDIT: there's also a crap load of issues with flipped normals and unwelded verts...the jacket has it's whole inside surface flipped inside out, at least when i imported the .glm, not sure how it looks in blender.
DarthValeria likes this -
The issue is coming from the legs of the character (and more). If you want to get rid of the error, split the boots themselves as separate objects, you could detach the plate armor on each leg as their separate object and repeat with other parts if that is not enough. There are also a bunch of other meshes that break the limit.
DarthValeria likes this -
It's called vertices and not verticles. Breaking 1000 shouldn't cause major issues unless you have many meshes that do so. Carcass will let a handful through (and carcass is much more rigorous compiler than blender).
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Try this:
/model neormx
-Only tested in mp,
-If used in SP you might get texture issues because of how the 3ds max exporter writes texture paths the wrong way.
-You'll need to create / update all the crap for npc, playerchoice and whatnot.
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Your best solution is to record the audio in a closet, under a closed desk or smallest room you can find (car would also be good i reckon).
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Maybe try this to isolate the problem...use default Kyle model and if it's single player, also start a new game.
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Wow, it's awesome to see him in action!
minilogoguy18 likes this -
Only blaming myself here btw, because it was an initial draft i didn't achieve what i had in mind. The leg wraps looked alright tho.
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The textures still look like total crap, quixel workflow didn't sync well with the engine but eh we'll get there...i think.
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Looking forward to testing that map, i might update some of the textures if you want, keeping the style but better resolution.
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Nah, i'm just too busy to wrap this up.
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You can also use .zip files, simply rename to .pk3
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What about rend2 man?! Doesn't that support normal mapping?! I was assuming normal maps when i saw the high poly!
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I will repeat myself again...BEVEL those edges, don't leave them flat at 45 degrees! The low poly version, if it's the actual game mesh, should have tons of details removed that's why you're using the normal map in the first place to "fake" details on a model without the added cost. The normal map will be enough to fake the details IF you bevel and model your details properly.
So, my first entry.
@@Sting inspired me to start modelling a crate, so here it is.
Highpoly model
Lowpoly model
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Well, baby steps and you did a basic block out of what could become a warcraft hand painted asset. The reason it looks like it does is because you have a very restricted color palette.
You say it didn't end up looking the way you wanted...and that is a very important statement: what kind of reference did you gather? Was it your goal to make it look realistic? If so you need to get as much references as possible and break down how you can replicate the different materials of the object. Something like this for example, lot's of interesting details going on:
Once you have done the clean version, you can really go to town giving it personality with wear n' tear and surface details that aren't modeled in. If you don't have photoshop or something equivalent it will take an insanely long time to master painting at a realistic level. That's where photo manipulation comes into play and i don't mean slapping on a picture you pull off google and calling it done.
Langerd likes this -
@@Noodle you need to add highlights and shadows (remember shadows are not pure black!) to your textures, your textures are all flat colored so need the extra steps!
This example is a stylized texture but the goal is the same for "realistic" assets...specularity and shadows is what sells the illusion!
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Could be an issue with JA and Intel graphics.
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Nvidia or AMD card?
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Add some highlights to his beard too so it matches the hair better, it looks too uniform and flat now, looks great otherwise.
General Howard, Langerd, Tompa9 and 1 other like this
Jeff's never ending WIP's
in WIPs, Teasers & Releases
Posted
You forgot to add the original credit file for my work. Kitbashing is a useful approach but please respect the original authors.